struct skeleton *sk = &localplayer.playeravatar->sk;
- player_animation res;
- res.type = k_player_animation_type_fk;
+ player_pose res;
+ res.type = k_player_pose_type_ik;
struct skeleton_anim *anim = skeleton_get_anim( sk, "idle_cycle+y" );
- skeleton_sample_anim( sk, anim, vg.time*0.1f, res.pose );
+ skeleton_sample_anim( sk, anim, vg.time*0.1f, res.keyframes );
q_axis_angle( res.root_q, (v3f){0.0f,1.0f,0.0f}, VG_PIf );
v3_zero( res.root_co );
res.root_co[1] = 200.0f;
v3_copy( res.root_co, transform[3] );
/* TODO: Function. */
- skeleton_apply_pose( sk, res.pose, k_anim_apply_defer_ik );
+ skeleton_apply_pose( sk, res.keyframes, k_anim_apply_defer_ik );
skeleton_apply_ik_pass( sk );
- skeleton_apply_pose( sk, res.pose, k_anim_apply_deffered_only );
+ skeleton_apply_pose( sk, res.keyframes, k_anim_apply_deffered_only );
skeleton_apply_inverses( sk );
skeleton_apply_transform( sk, transform );
sizeof(struct ub_world_lighting), &world->ub_lighting );
render_world( world, &cam, 1 );
- struct board_pose pose = {0};
+ struct player_board_pose pose = {0};
render_board( &cam, world, board, mmdl, &pose, k_board_shader_entity );
render_board( &cam, world, board, mmdl1, &pose, k_board_shader_entity );